Kamen Rider: Super Climax Heroes/System: Difference between revisions

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== Climax Time ==
This page explains core mechanics for ''Kamen Rider: Super Climax Heroes''.
As both players deal and take damage, the Climax Gauge under the match timer will fill up. When this gauge is completely filled, the next time any player goes back to neutral, Climax Time will be initiated, and will last until the end of the round.
 
Once Climax Time is initiated, both players have their Rider Gauges completely refilled, and gain access to a Final Reflect. At any point when you have a full Rider Gauge and are not in hitstun, if your opponent attempts a Rider Finale, pressing <u>Rider Finale</u> at the prompt will initiate a Final Reflect. This is essentially a quick-time event played by both players to determine who gets to perform their Rider Finale.
 
During Climax Time, meter gain is increased for both players.


== Battle Styles ==
== Battle Styles ==
There are six different Battle Styles that can be used in the game, all of which are chosen at character select after picking your character. The chosen Battle Style determines your character's Style Action, and depending on the character, can also change their move set.
There are six different Battle Styles that can be used in the game, all of which are chosen at character select after picking your character. The chosen Battle Style determines your character's Style Action, and depending on the character, can also change their moveset.


=== Form Change ===
=== Form Change ===
 
[[File:KRSCH FMC Icon.png|left|75px|FMC]]
[[File:Icon sch fmc.png|thumb|left|75px]]
'''Form Change Style''' (abbreviated to '''FMC''') allows a character to freely switch between multiple forms on the fly, offering different strings, special moves and sometimes Rider Arts. This Battle Style can provide a lot of versatility if you're willing to learn all your character's forms.
 
Form Change Style (abbreviated to '''FMC''') allows a character to freely switch between multiple forms on the fly, offering different strings, special moves and sometimes Rider Arts. This Battle Style can provide a lot of versatility if you're willing to learn all your character's forms.


After selecting Form Change, you are usually given a choice of which form to start as. Some characters, such as Fourze, have non-standard options on Form Change that will be detailed on those characters' pages.
After selecting Form Change, you are usually given a choice of which form to start as. Some characters, such as Fourze, have non-standard options on Form Change that will be detailed on those characters' pages.
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=== Power Up ===
=== Power Up ===
 
[[File:KRSCH PWR Icon.png|left|75px|PWR]]
[[File:Icon sch pwr.png|thumb|left|75px]]
'''Power Up Style''' (abbreviated to '''PWR''') allows a character to transform into their selected Power Up form for 3 stocks of the Rider Gauge. Much like Form Change, Power-Up offers new moves, but unlike Form Change, Power Up's Style Action can be used to cancel strings and blockstun, making it useful in both offensive and defensive situations.
 
Power Up Style (abbreviated to '''PWR''') allows a character to transform into their selected Power Up form for three stocks of the Rider Gauge. Much like Form Change, Power-Up offers new moves, but unlike Form Change, Power Up's Style Action can be used to cancel strings and blockstun, making it useful in both offensive and defensive situations.


While current health remains the same, guard meters and current damage scaling does not. This means Power Up can be used in two interesting ways:
While current health remains the same, guard meters and current damage scaling does not. This means Power Up can be used in two interesting ways:


*Using (or cancelling) a Power Up mid-combo will effectively reset damage scaling, boosting the damage of a followup combo.
*Using (or cancelling) a Power Up mid-combo will effectively reset damage scaling, boosting the damage of a follow-up combo.
*Using (or cancelling) Power Up will refresh the guard meter.
*Using (or cancelling) Power Up will refresh the Guard Gauge.


=== Speed Up ===
=== Speed Up ===
 
[[File:KRSCH SPD Icon.png|left|120px|SPD]]
[[File:Icon sch spd.png|thumb|left|120px]]
'''Speed Up Style''' (abbreviated to '''SPD''') allows a character to activate Speed Up mode, where everything except that character is slowed down tremendously. This requires at least 2 stocks of the Rider Gauge, and lasts until it fully drains.
 
Speed Up Style (abbreviated to '''SPD''') allows a character to activate Speed Up mode, where everything except that character is slowed down tremendously. This requires at least 2 stocks of the Rider Gauge, and lasts until the gauge fully drains.


During Speed Up, the initiating character will have access to extra moves for the duration. The activation itself can cancel from normals, and is useful for both whiff punishes at any range, and heavily damaging custom combos.
During Speed Up, the initiating character will have access to extra moves for the duration. The activation itself can cancel from normals, and is useful for both whiff punishes at any range, and heavily damaging custom combos.
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=== Assault ===
=== Assault ===
 
[[File:KRSCH AST Icon.png|left|75px|AST]]
[[File:Icon sch ast.png|thumb|left|75px]]
'''Assault Style''' (abbreviated to '''AST''') allows a character to activate Assault mode, where they gain extra or altered moves, increased damage output, and a 10% defense boost. Assault activation requires at least 2 stocks of the Rider Gauge, and lasts until it fully drains.
 
Assault Style (abbreviated to '''AST''') allows a character to activate Assault mode, where they gain extra or altered moves, increased damage output, and a defense boost. Assault activation requires at least 2 stocks of the Rider Gauge, and lasts until the gauge fully drains.


Like Power Up, Assault activations can be used to cancel normals and blockstun.
Like Power Up, Assault activations can be used to cancel normals and blockstun.


Assault characters also have access to Instant Charge -- by pressing <u>Special</u> at the end of certain strings that knock the opponent backwards, the camera will focus on them while they pose, instantly granting one full stock of the Rider Gauge.
Assault characters also have access to Instant Charge by pressing <u>Special</u> at the end of certain strings that knock the opponent backwards, the camera will focus on them while they pose, instantly granting one full stock of the Rider Gauge.


=== Support Attack ===
=== Support Attack ===
 
[[File:KRSCH SPT Icon.png|left|75px|SPT]]
[[File:Icon sch spt.png|thumb|left|75px]]
'''Support Attack Style''' (abbreviated to '''SPT''') allows your character to call in a Striker, a special support attack that has different effects depending on the character. Striker calls cost two stocks of the Rider Gauge, and can be called at almost any point, making them very effective as both offensive and defensive tools.
 
Support Attack Style (abbreviated to '''SPT''') allows your character to call in a Striker, a special support attack that has different effects depending on the character. Striker calls cost two stocks of the Rider Gauge, and can be called at almost any point, making them very effective as both offensive and defensive tools.


You can also call your striker during hitstun at an increased cost of 4 stocks of the Rider Gauge. Their function is otherwise unchanged, dealing full damage and potentially starting a combo or KOing your opponent.
You can also call your striker during hitstun at an increased cost of 4 stocks of the Rider Gauge. Their function is otherwise unchanged, dealing full damage and potentially starting a combo or KOing your opponent.


=== Tag ===
=== Tag ===
 
[[File:KRSCH TAG Icon.png|left|75px|TAG]]
[[File:Icon sch tag.png|thumb|left|75px]]
 
:''Note: Tag Style is banned in tournament play.''
:''Note: Tag Style is banned in tournament play.''


The only style usable by all characters, Tag Style allows you to play as a team of two characters that share the same health bar. The Tag gauge has two Style Actions: Tag-Out and Tag Assault. It also replaces the Rider Art command with a special version of Tag Assault.
The only style usable by all characters, '''Tag Style''' allows you to play as a team of two characters that share the same health bar. The Tag gauge has two Style Actions: Tag-Out and Tag Assault. It also replaces the Rider Art command with a special version of Tag Assault.


Tag-Out swaps your point character with your reserve character. These can be used to cancel strings at the cost of two stocks of the Rider Gauge. While tagging out, the point character is vulnerable until the moment they jump out, at which point the reserve character will enter the ring with a flying kick.
Tag-Out swaps your point character with your reserve character. These can be used to cancel strings at the cost of two stocks of the Rider Gauge. While tagging out, the point character is vulnerable until the moment they jump out, at which point the reserve character will enter the ring with a flying kick.


Similar to Power-Up forms, Tag-Out refreshes damage scaling and the guard gauge.
Similar to Power-Up forms, Tag-Out refreshes damage scaling and the Guard Gauge.


Tag Assault brings your reserve character into the ring, allowing you to control both characters at once. This can be used at any level of the Rider Gauge, but will drain whatever is left, with the reserve character leaving when the gauge is emptied. In this state, all inputs will be executed by both characters, making it difficult to control, but incredibly powerful if used correctly.
Tag Assault brings your reserve character into the ring, allowing you to control both characters at once. This can be used at any level of the Rider Gauge, but will drain whatever is left, with the reserve character leaving when the gauge is emptied. In this state, all inputs will be executed by both characters, making it difficult to control, but incredibly powerful if used correctly.
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Alternatively, the Rider Art button will activate Tag Assault, but the reserve character will be controlled by the computer.
Alternatively, the Rider Art button will activate Tag Assault, but the reserve character will be controlled by the computer.


== HP and Defensive Stats ==
== Movement ==
Every character in ''Super Climax Heroes'' has a hit point value of 10,000 points alongside a unique defense modifier that determines how much damage they take from attacks, ranging from 0.85 (15% damage reduction) to 1.40 (40% bonus damage).
This game uses a free-running movement system, comparable to the 8-Way Run system used in ''SoulCalibur''. Input a desired direction to move in that direction.
 
You can jump in any direction you can run in by pushing a direction along with the Jump button. Most (but not all) air actions will turn to face the opponent during a jump.


Additionally, all characters have a guard meter value ranging from 2700 to 4100 points. An attack's guard damage is roughly equal to 75% of the damage it would deal on hit, taking into account the opponent's defense modifier.  
All characters can sidestep by double-tapping up or down, as well as backstep by double-tapping back. Sidesteps and backdashes are potent defensive options due to their invincibility frames, and sidesteps in particular are commonly seen as reversals. There is no forward dash, simply holding forward makes you run towards your opponent.
 
== Defensive Mechanics ==
Hold back to block an opponent's attacks. There is no high/low blocking.
 
Sidesteps and backsteps have invulnerability frames, so this makes them useful for avoiding attacks. However, they also have a fairly large recovery period during which they are fully punishable.
 
There are tech roll options after being knocked down. Pressing <u>Light</u> will tech roll forwards, while <u>Heavy</u> will tech roll backwards. Tech rolls have a longer period of invulnerability than a standard wakeup.
 
Additionally, during airborne hitstun, you can air tech by pressing <u>Light or Heavy</u> while in the air. Air techs leave you completely invincible until landing, but you cannot perform any actions during your descent.
 
=== HP and Defense Modifiers ===
Every character in ''Super Climax Heroes'' has a hit point value of 10,000 points alongside a unique defense modifier that determines how much damage they take from attacks, ranging from 0.85 (15% damage reduction) to 1.40 (40% bonus damage). This is the primary factor that determines damage dealt, alongside combo damage scaling.


[https://docs.google.com/spreadsheets/d/1JZ8-2zo8onru4xUHc90r93J0AcPru6EpjpZJz4CU1wI/edit?usp=sharing A spreadsheet noting every character's defense modifier and guard meter values can be found here.]
[https://docs.google.com/spreadsheets/d/1JZ8-2zo8onru4xUHc90r93J0AcPru6EpjpZJz4CU1wI/edit?usp=sharing A spreadsheet noting every character's defense modifier and guard meter values can be found here.]


== Combo and Meter Gain Limitations ==
== Offensive Mechanics ==
Further exploration of these concepts is required, but we do know a couple of things for sure.
The three main attack buttons are <u>Light</u>, <u>Heavy</u> and <u>Special</u>.
 
Most characters have access to <u>5X</u>, <u>4/6X</u>, and <u>2/8X</u> inputs on each button. Which moves and strings are available depend on the character, so be sure to check your command list.
 
Throws are performed with <u>4H</u>. Throws universally have full tracking, and serve as a strong counter to sidewalking. To break out of a throw, press <u>Light or Heavy</u> in the instant your opponent attempts to throw you. Alternatively, throw's startup frames can also be used as a throw break. Breaking throw this way has a much larger timing window, but leaves you more vulnerable if your throw misses for any reason.
 
Most normal attacks will leave your opponent a small amount of red recoverable life, which will slowly regenerate. You can remove your opponent's red life by landing a special attack or a throw.


Combo damage scaling does exist, and at present it can be assumed that damage scaling is applied on a per-hit basis, although some moves seem to ignore damage scaling. Damage scaling seems to be harsher on moves that are repeated within a combo, so it's reasonable to assume that [LHH RC f+LHH RC HHH] would do more damage than [HHH RC HHH RC HHH].
=== Combo Restrictions ===
==== Combo Damage Scaling ====
''Super Climax Heroes'' uses a very simple damage scaling formula for combos, applying a 10% damage reduction for every move performed up to a maximum reduction of 90% (the move will only deal 10% of its base damage). This is applied on a per-move basis rather than a per-hit basis, so individual attacks that hit multiple times are scaled per use rather than per hit.


There is also a restriction applied to juggle combos in that the more you juggle the opponent, the faster they fall to the ground. This also applies to launchers. This so-called "gravity scaling" seems to be harsher when you re-launch an opponent from an OTG state. Some moves seem to be unaffected by gravity scaling.
Some attacks, such as certain projectiles, cutscene-initiating Rider Arts and Rider Finales, are not subject to combo damage scaling.


The majority of knockdowns in the game can be teched, either by air tech or ground tech. Very few knockdowns are untechable, but for those that are, a guaranteed OTG follow-up is possible. This knockdown is achieved through "harpoon"-style projectiles such as Fourze Magic Hand or G3-X dir+SP, most throws, and a small number of "cutscene" attacks, though only a small handful of characters are able to pick up a combo after these knockdowns. OTG pickups after knockdowns are not guaranteed outside of these attacks.
==== Progressive Juggle Gravity ====
Juggled opponents are progressively launched smaller distances by attacks the longer a juggle combo goes on. Juggle gravity progression increments even prior to a character being launched, and it increments more harshly when hitting a knocked down opponent.


Meter gain does not get progressively scaled as a combo goes on, but meter gain does get stopped outright once a combo has dealt over 50 hits.
== Rider Gauge ==
The Rider Gauge is ''Super Climax Heroes''<nowiki>'</nowiki> super meter, used primarily for offensive techniques and Style Actions. The Rider Gauge can hold up to four stocks of meter worth 1000 points each, for a total of 4000 points. It can be charged by landing attacks, being hit by attacks or by manually charging it with the - button. Meter gain does not scale alongside combo scaling, but it is locked out after a combo reaches 50 hits.


== Advanced Techniques ==
The Rider Gauge is spent on a number of important techniques, which will be outlined below.
=== Throw Break Option Select ===
While guarding, inputting <u>4H</u> alongside <u>Rider Cancel</u> or <u>Jump</u> in time with the opponent's attacks will result in a Guard Cancel if the opponent used a strike, and a throw break if the opponent used a throw.


=== Jump Cancel Throw ===
=== Rider Cancels ===
By inputting a throw during the startup frames of a jump, you will cancel your jump startup and instead perform the throw. This can be used with forward jumps to extend the range of your throw, but it also has the added benefit of essentially creating a throw-invulnerable (albeit slower) throw attempt, as jumping is immune to throws from frame one.
During any normal attack string, pressing <u>Rider Cancel</u> will activate a Rider Cancel. Rider Cancels cost one stock of the Rider Gauge to perform, and allow you to free cancel your string into either:


=== Instant Rider Art ===
* another normal string,
When transforming while in Power Up Style (either to or from the Power Up form), a Rider Art can be performed on the first possible frame by holding <u>Rider Art</u> while the transformation takes place. This is useful for a number of characters, as the transformation itself carries generous invincibility, and given that transformations can be used during blockstun, these attacks become very viable reversal options.
* a throw,
* a special move,
* a sidestep, or
* blocking.


=== Rider Finale Cancel ===
Unlike many RC mechanics, Rider Cancel is used '''during the startup or active time''' of an attack in order to allow it to cancel freely to one of the above actions for the rest of its duration. This even applies to strings which become airborne, although those must be Rider Canceled before they leave the ground.
Normally, because a character must have a full four stocks of meter to perform a Rider Finale, you cannot Rider Cancel in order to combo into a Rider Finale. However, by inputting <u>Rider Cancel</u> on the same frame as <u>Rider Finale</u>, it's possible to cancel a normal directly into a Finale. This will cost three bars of meter to attempt instead of two, due to the Rider Cancel and the Finale happening at the same time, but otherwise does not change the Rider Finale in any way.


=== Rider Art Throw Cancel ===
=== Aerial Combos ===
The throw action takes priority over other actions, even when another action is already being performed. This results in Jump Cancel Throw as mentioned above, but this is also possible with certain Rider Arts by inputting <u>Rider Art</u> followed by <u>4H</u> within a short window. Pending more research, this window is 1-2 frames.
A number of characters have special launcher strings. When you successfully land one of these strings, pressing <u>Jump</u> will allow you to perform a Pursuit Jump for one bar of meter. During a Pursuit Jump, you gain access to an Aerial Combo string.


Most notably, when the Showa Riders (Rider 1/2, V3, Black, Black RX) use a Rider Art Throw Cancel, the game gets seriously affected in some very strange ways. When successfully performed, the character will perform their throw while the camera focuses on them, and Finisher Mode's sepia-tone screen filter will not be applied. From here, most visual effects do not get drawn, including hitsparks and the effects for projectiles and other attacks, including Black RX's RevolCane. This can also affect hitboxes of some attacks, e.g. V3's Support Attack will lose both the hook visual element and its associated hitbox, rendering the move useless. The buff from Finisher Mode still applies, however, and the attack will deal extra damage and trigger the narration, but both characters will disappear from the screen until the narration is over.
=== Dash Actions ===
Dash Actions are extra movement options that differ depending on your chosen character. Dash Actions fall into three different types.


Activating Style Actions between activating a Finisher Mode Throw Cancel and that throw recovering affects the game even more. Activating Assault mode under these circumstances will momentarily freeze the other character in whatever animation they were performing, leading to a bizarre time stop-esque effect. If they were not blocking beforehand, they will not be able to block an attack that connects while they are frozen.
*'''Air Dash:''' Press <u>Dash Action</u> while jumping. Quickly propels you forward through the air. Costs 1/2 a stock of the Rider Gauge.
In the case of Black RX, transforming under these circumstances will trigger the Vanish bug, where he completely disappears from the playing field, unable to move, attack or be attacked, effectively stalling the match indefinitely.
*'''Guard Dash:''' Hold <u>Dash Action</u> while moving forward. Slowly drains the guard gauge, but will automatically block any oncoming projectile attacks.
*'''Dash Shot:''' Press <u>Dash Action</u> while moving to fire a shot towards the opponent. Costs 1/2 a stock of the Rider Gauge per shot, and can chain into itself up to 3 shots.


The game can be returned to a normal state by normally resolving most superfreezes. This includes activating Finisher Mode again or activating Assault mode normally, activating Climax Time, landing a cutscene attack, or attempting a Rider Finale. It crucially does not include the narration after a Finisher Mode special move.
=== Rider Arts ===
Rider Arts are activated by pressing <u>Rider Art</u> at the cost of half a stock of the Rider Gauge.
 
After performing their Rider Arts, many characters can access a special follow-up attack by pressing <u>Rider Art</u> again, or alternatively by pressing <u>Special</u>.
 
Some characters also have Rider Arts that are exclusive only to them, such as Meteor's Shooting Star Attack and Eternal's Zone Memory teleport.
 
==== Common Rider Arts ====
*'''High-Speed Dash:''' dashes towards your opponent at high speed, making you appear in front of them almost instantly.
*'''Zig-Zag Dash:''' similar to the High-Speed Dash, with the exception of moving in a zig-zagging pattern towards your opponent, making it slower to approach, but more useful for evading attacks or even crossing up your opponent.
*'''High Jump:''' causes you to jump higher than a normal jump.
 
==== Other Rider Arts ====
*'''Flight Mode:''' causes your character to fly as long as <u>Rider Art</u> is held down. Gives access to special flight-only aerial attacks. Slowly drains your Rider Gauge for as long as you are flying.
*'''Dodge Shot:''' Causes your character to fire projectile(s) while dodging backwards with full invulnerability.
*'''Earthquake:''' creates an unblockable shockwave around your character that stuns the opponent for a long duration. Can be evaded by jumping or using a move with invulnerable frames.
*'''Finisher Mode:''' exclusive to the Showa Era Riders (Rider 1/2, V3, Amazon, Black and Black RX), Finisher Mode will cause the camera to focus on the character while they pose, and a sepia-tone filter gets applied to the screen, signifying that Finisher Mode is active. While active, the character's next special move will get buffed on hit, dealing extra damage. Most (but not all) special moves will also pause the game on hit while a narrator interjects, explaining the attack.
 
=== Rider Finale ===
Rider Finale is the universal super, performed by pressing <u>Rider Finale</u>. It requires four bars of the Rider Gauge to attempt, but only two bars will be spent if unsuccessful. Rider Finale is frequently a character's most powerful attack in terms of raw damage, and its speed makes it a very powerful option for closing rounds, as well as a hail mary reversal option despite its lack of any invulnerability.
 
=== Meter Gain Specifics ===
The Rider Gauge is built in three primary ways:
 
* Landing attacks against an opponent (hit/block)
* Taking an opponent's attacks (hit/block)
* Manually charging the gauge
 
The meter build of any attack is calculated as a percentage of base damage and is unaffected by other damage calculation variables such as defense modifiers or combo damage scaling:
 
* An attack that lands against the opponent on hit or block will build 28% of its base damage as meter.
* Blocking an attack will build 26% of that attack's base damage as meter.
 
For example, Agito's 5L has a base damage value of 380, assuming a 1.0 defense modifier. This means that if Agito's 5L makes contact with the opponent on hit or block, it will build 106 points of the Rider Gauge. Conversely, if the opponent blocks Agito's 5L, doing so will build 85 points of the Rider Gauge.
 
Additionally, Climax Time increases all meter gain by 7% for the aggressor and 2% for the defender. This means that:
 
* An attack that lands against the opponent on hit or block during Climax Time will build 35% of its base damage as meter.
* Blocking an attack during Climax Time will build 28% of that attack's base damage as meter.
 
Using the previous example, during Climax Time, Agito's 5L will build 133 points of the Rider Gauge on hit or block. Conversely, if the opponent blocks Agito's 5L, doing so will build 106 points of the Rider Gauge.
 
Manual Rider Gauge Charge is performed by holding down the - (minus) button. Meter will not begin charging until approximately 29 frames after the input, at which point, it will build 13 points of the Rider Gauge per frame. During Climax Time, this amount is increased to 16 points per frame.
 
== Guard Gauge ==
The Guard Gauge is the blue gauge underneath the life bar, marked at three points by pink markers. The Guard Gauge is depleted as you block attacks, but it also plays a far more notable role as a resource that must be carefully managed, as the game's major defensive options require expenditure of the Guard Gauge.
 
=== Guard Crush ===
When your Guard Gauge is depleted, you are put into Guard Crush. When in Guard Crush, a large X will appear over the Guard Gauge as it slowly recharges. You leave Guard Crush state when the Guard Gauge completely refills. While in Guard Crush, you lose all previously available non-movement defensive options and the ability to block altogether.
 
It is possible to perform all defensive options while the guard meter is underneath the normally required amount, but doing so will inflict Guard Crush status upon your character.
 
=== Guard Cancels ===
This game has two primary guard cancel options.
 
*'''Guard Cancel Step (GCS):''' Press <u>Jump</u> while in blockstun to sidestep or backstep away from your opponent (which one is character-dependent). Has invulnerable frames, with vulnerable recovery. Costs one-third of the Guard Gauge.
*'''Guard Counter:''' Press <u>Rider Cancel</u> while in blockstun to stagger your opponent, leaving them vulnerable to counterattack. Costs half of the Guard Gauge.
 
=== Rider Counter ===
Rider Counter is essentially a Burst from games like ''Guilty Gear'' or ''BlazBlue''.
 
Performed by pressing <u>Dash Action + Jump</u> while in hitstun only. An invincible attack that does no damage, but will blow your opponent away on hit.
 
Bursts have a hefty price, though — performing one will cost almost the entirety of the Guard Gauge, along with whatever red (recoverable) life you had. If you do not have enough Guard Gauge, but are not in Guard Crush, then you are still able to burst; however, doing so will immediately put you into Guard Crush.
 
=== Guard Gauge Specifics ===
The value of the guard gauge ranges from 2700 points to 4100 points depending on the character and form, and recharges at a standard rate of 3 points per frame. During Guard Crush, it instead recharges at a rate of 5 points per frame.
 
An attack's guard damage is equal to approximately 75% of the damage it would deal on hit, taking into account the opponent's defense modifier. For example, Agito's 5L deals 380 damage against Den-O Sword Form, who has a 1.0 defense modifier; this means that it would deal 285 points of guard damage. However, against Den-O Rod Form, who has a defense modifier of 1.25, 5L's damage becomes 475, meaning that it would deal 356 points of guard damage.
 
Because the size of the Guard Gauge can vary, the individual costs of each defensive option is calculated as a percentage of a full Guard Gauge.
* Guard Cancel Step costs 20% of the Guard Gauge
* Guard Counter costs 50% of the Guard Gauge
* Burst costs 90% of the Guard Gauge
 
== Climax Time ==
Underneath the timer is the '''Climax Gauge'''. The Climax Gauge is filled as both players deal damage, and when completely filled, will activate '''Climax Time'''. Once Climax Time is initiated, both players have their Rider Gauges completely refilled, and all attacks for both players get a meter gain bonus (from 28% of base damage to 35%). Both players also gain access to a '''Final Reflect''' when their meter is full.  


=== Throw Break Rider Cancel ===
While the Climax Gauge appears to be shared between both players, in reality, each player effectively has their own Climax Gauge which tracks total damage dealt, with Climax Time activating when a player enters the final 40% of their HP (here, Climax Time activates for the player who dealt the damage past the threshold). The player who activated Climax Time will get placed into a special super freeze that can allow extra time to link certain attacks which, when combined with the meter refresh, can create situational combos only possible due to a Climax Time activation.
While performing a throw break, it is possible to input a Rider Cancel, which will cancel the throw break animation. This is only possible for the defending player, although the attacking player is completely invincible during the throw break animation, so they cannot be punished during it.


=== Unburstable Combos ===
=== Final Reflect ===
A number of Rider Art attacks allow for combo follow-ups. For a small number of these characters, landing this Rider Art attack disables the opponent's ability to burst for the rest of the combo. This does not apply universally to Rider Art combos, however. For example, Kabuto and Fourze Meteor Fusion States's Rider Arts disable bursting, while Ultimate Kuuga's Rider Art does not.
During Climax Time, when you have a full Rider Gauge and are not in hitstun, if your opponent attempts a Rider Finale, pressing <u>Rider Finale</u> at the prompt will initiate a Final Reflect. This is a competitive quick-time event played by both players to determine who gets to perform their Rider Finale.


==Navigation==
==Navigation==
{{Navbox-KRSCH}}
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[[Category:Kamen Rider: Super Climax Heroes]]
[[Category:Kamen Rider: Super Climax Heroes]]

Latest revision as of 13:25, 19 June 2024

This page explains core mechanics for Kamen Rider: Super Climax Heroes.

Battle Styles

There are six different Battle Styles that can be used in the game, all of which are chosen at character select after picking your character. The chosen Battle Style determines your character's Style Action, and depending on the character, can also change their moveset.

Form Change

FMC

Form Change Style (abbreviated to FMC) allows a character to freely switch between multiple forms on the fly, offering different strings, special moves and sometimes Rider Arts. This Battle Style can provide a lot of versatility if you're willing to learn all your character's forms.

After selecting Form Change, you are usually given a choice of which form to start as. Some characters, such as Fourze, have non-standard options on Form Change that will be detailed on those characters' pages.

Form Change transformations often provide invincibility frames, making them useful in defensive situations.

Power Up

PWR

Power Up Style (abbreviated to PWR) allows a character to transform into their selected Power Up form for 3 stocks of the Rider Gauge. Much like Form Change, Power-Up offers new moves, but unlike Form Change, Power Up's Style Action can be used to cancel strings and blockstun, making it useful in both offensive and defensive situations.

While current health remains the same, guard meters and current damage scaling does not. This means Power Up can be used in two interesting ways:

  • Using (or cancelling) a Power Up mid-combo will effectively reset damage scaling, boosting the damage of a follow-up combo.
  • Using (or cancelling) Power Up will refresh the Guard Gauge.

Speed Up

SPD

Speed Up Style (abbreviated to SPD) allows a character to activate Speed Up mode, where everything except that character is slowed down tremendously. This requires at least 2 stocks of the Rider Gauge, and lasts until it fully drains.

During Speed Up, the initiating character will have access to extra moves for the duration. The activation itself can cancel from normals, and is useful for both whiff punishes at any range, and heavily damaging custom combos.

Speed Up mode can end prematurely under some circumstances, such as the initiating character entering an opponent's cinematic (ie throw) or being knocked down. When this happens, the gauge drain stops without using up the remainder of the Rider Gauge.

There is also a grace period at the end of Speed Up's timer to stabilize Speed Up combos, during which Speed Up won't end until the character returns to neutral.

Assault

AST

Assault Style (abbreviated to AST) allows a character to activate Assault mode, where they gain extra or altered moves, increased damage output, and a 10% defense boost. Assault activation requires at least 2 stocks of the Rider Gauge, and lasts until it fully drains.

Like Power Up, Assault activations can be used to cancel normals and blockstun.

Assault characters also have access to Instant Charge — by pressing Special at the end of certain strings that knock the opponent backwards, the camera will focus on them while they pose, instantly granting one full stock of the Rider Gauge.

Support Attack

SPT

Support Attack Style (abbreviated to SPT) allows your character to call in a Striker, a special support attack that has different effects depending on the character. Striker calls cost two stocks of the Rider Gauge, and can be called at almost any point, making them very effective as both offensive and defensive tools.

You can also call your striker during hitstun at an increased cost of 4 stocks of the Rider Gauge. Their function is otherwise unchanged, dealing full damage and potentially starting a combo or KOing your opponent.

Tag

TAG
Note: Tag Style is banned in tournament play.

The only style usable by all characters, Tag Style allows you to play as a team of two characters that share the same health bar. The Tag gauge has two Style Actions: Tag-Out and Tag Assault. It also replaces the Rider Art command with a special version of Tag Assault.

Tag-Out swaps your point character with your reserve character. These can be used to cancel strings at the cost of two stocks of the Rider Gauge. While tagging out, the point character is vulnerable until the moment they jump out, at which point the reserve character will enter the ring with a flying kick.

Similar to Power-Up forms, Tag-Out refreshes damage scaling and the Guard Gauge.

Tag Assault brings your reserve character into the ring, allowing you to control both characters at once. This can be used at any level of the Rider Gauge, but will drain whatever is left, with the reserve character leaving when the gauge is emptied. In this state, all inputs will be executed by both characters, making it difficult to control, but incredibly powerful if used correctly.

Alternatively, the Rider Art button will activate Tag Assault, but the reserve character will be controlled by the computer.

Movement

This game uses a free-running movement system, comparable to the 8-Way Run system used in SoulCalibur. Input a desired direction to move in that direction.

You can jump in any direction you can run in by pushing a direction along with the Jump button. Most (but not all) air actions will turn to face the opponent during a jump.

All characters can sidestep by double-tapping up or down, as well as backstep by double-tapping back. Sidesteps and backdashes are potent defensive options due to their invincibility frames, and sidesteps in particular are commonly seen as reversals. There is no forward dash, simply holding forward makes you run towards your opponent.

Defensive Mechanics

Hold back to block an opponent's attacks. There is no high/low blocking.

Sidesteps and backsteps have invulnerability frames, so this makes them useful for avoiding attacks. However, they also have a fairly large recovery period during which they are fully punishable.

There are tech roll options after being knocked down. Pressing Light will tech roll forwards, while Heavy will tech roll backwards. Tech rolls have a longer period of invulnerability than a standard wakeup.

Additionally, during airborne hitstun, you can air tech by pressing Light or Heavy while in the air. Air techs leave you completely invincible until landing, but you cannot perform any actions during your descent.

HP and Defense Modifiers

Every character in Super Climax Heroes has a hit point value of 10,000 points alongside a unique defense modifier that determines how much damage they take from attacks, ranging from 0.85 (15% damage reduction) to 1.40 (40% bonus damage). This is the primary factor that determines damage dealt, alongside combo damage scaling.

A spreadsheet noting every character's defense modifier and guard meter values can be found here.

Offensive Mechanics

The three main attack buttons are Light, Heavy and Special.

Most characters have access to 5X, 4/6X, and 2/8X inputs on each button. Which moves and strings are available depend on the character, so be sure to check your command list.

Throws are performed with 4H. Throws universally have full tracking, and serve as a strong counter to sidewalking. To break out of a throw, press Light or Heavy in the instant your opponent attempts to throw you. Alternatively, throw's startup frames can also be used as a throw break. Breaking throw this way has a much larger timing window, but leaves you more vulnerable if your throw misses for any reason.

Most normal attacks will leave your opponent a small amount of red recoverable life, which will slowly regenerate. You can remove your opponent's red life by landing a special attack or a throw.

Combo Restrictions

Combo Damage Scaling

Super Climax Heroes uses a very simple damage scaling formula for combos, applying a 10% damage reduction for every move performed up to a maximum reduction of 90% (the move will only deal 10% of its base damage). This is applied on a per-move basis rather than a per-hit basis, so individual attacks that hit multiple times are scaled per use rather than per hit.

Some attacks, such as certain projectiles, cutscene-initiating Rider Arts and Rider Finales, are not subject to combo damage scaling.

Progressive Juggle Gravity

Juggled opponents are progressively launched smaller distances by attacks the longer a juggle combo goes on. Juggle gravity progression increments even prior to a character being launched, and it increments more harshly when hitting a knocked down opponent.

Rider Gauge

The Rider Gauge is Super Climax Heroes' super meter, used primarily for offensive techniques and Style Actions. The Rider Gauge can hold up to four stocks of meter worth 1000 points each, for a total of 4000 points. It can be charged by landing attacks, being hit by attacks or by manually charging it with the - button. Meter gain does not scale alongside combo scaling, but it is locked out after a combo reaches 50 hits.

The Rider Gauge is spent on a number of important techniques, which will be outlined below.

Rider Cancels

During any normal attack string, pressing Rider Cancel will activate a Rider Cancel. Rider Cancels cost one stock of the Rider Gauge to perform, and allow you to free cancel your string into either:

  • another normal string,
  • a throw,
  • a special move,
  • a sidestep, or
  • blocking.

Unlike many RC mechanics, Rider Cancel is used during the startup or active time of an attack in order to allow it to cancel freely to one of the above actions for the rest of its duration. This even applies to strings which become airborne, although those must be Rider Canceled before they leave the ground.

Aerial Combos

A number of characters have special launcher strings. When you successfully land one of these strings, pressing Jump will allow you to perform a Pursuit Jump for one bar of meter. During a Pursuit Jump, you gain access to an Aerial Combo string.

Dash Actions

Dash Actions are extra movement options that differ depending on your chosen character. Dash Actions fall into three different types.

  • Air Dash: Press Dash Action while jumping. Quickly propels you forward through the air. Costs 1/2 a stock of the Rider Gauge.
  • Guard Dash: Hold Dash Action while moving forward. Slowly drains the guard gauge, but will automatically block any oncoming projectile attacks.
  • Dash Shot: Press Dash Action while moving to fire a shot towards the opponent. Costs 1/2 a stock of the Rider Gauge per shot, and can chain into itself up to 3 shots.

Rider Arts

Rider Arts are activated by pressing Rider Art at the cost of half a stock of the Rider Gauge.

After performing their Rider Arts, many characters can access a special follow-up attack by pressing Rider Art again, or alternatively by pressing Special.

Some characters also have Rider Arts that are exclusive only to them, such as Meteor's Shooting Star Attack and Eternal's Zone Memory teleport.

Common Rider Arts

  • High-Speed Dash: dashes towards your opponent at high speed, making you appear in front of them almost instantly.
  • Zig-Zag Dash: similar to the High-Speed Dash, with the exception of moving in a zig-zagging pattern towards your opponent, making it slower to approach, but more useful for evading attacks or even crossing up your opponent.
  • High Jump: causes you to jump higher than a normal jump.

Other Rider Arts

  • Flight Mode: causes your character to fly as long as Rider Art is held down. Gives access to special flight-only aerial attacks. Slowly drains your Rider Gauge for as long as you are flying.
  • Dodge Shot: Causes your character to fire projectile(s) while dodging backwards with full invulnerability.
  • Earthquake: creates an unblockable shockwave around your character that stuns the opponent for a long duration. Can be evaded by jumping or using a move with invulnerable frames.
  • Finisher Mode: exclusive to the Showa Era Riders (Rider 1/2, V3, Amazon, Black and Black RX), Finisher Mode will cause the camera to focus on the character while they pose, and a sepia-tone filter gets applied to the screen, signifying that Finisher Mode is active. While active, the character's next special move will get buffed on hit, dealing extra damage. Most (but not all) special moves will also pause the game on hit while a narrator interjects, explaining the attack.

Rider Finale

Rider Finale is the universal super, performed by pressing Rider Finale. It requires four bars of the Rider Gauge to attempt, but only two bars will be spent if unsuccessful. Rider Finale is frequently a character's most powerful attack in terms of raw damage, and its speed makes it a very powerful option for closing rounds, as well as a hail mary reversal option despite its lack of any invulnerability.

Meter Gain Specifics

The Rider Gauge is built in three primary ways:

  • Landing attacks against an opponent (hit/block)
  • Taking an opponent's attacks (hit/block)
  • Manually charging the gauge

The meter build of any attack is calculated as a percentage of base damage and is unaffected by other damage calculation variables such as defense modifiers or combo damage scaling:

  • An attack that lands against the opponent on hit or block will build 28% of its base damage as meter.
  • Blocking an attack will build 26% of that attack's base damage as meter.

For example, Agito's 5L has a base damage value of 380, assuming a 1.0 defense modifier. This means that if Agito's 5L makes contact with the opponent on hit or block, it will build 106 points of the Rider Gauge. Conversely, if the opponent blocks Agito's 5L, doing so will build 85 points of the Rider Gauge.

Additionally, Climax Time increases all meter gain by 7% for the aggressor and 2% for the defender. This means that:

  • An attack that lands against the opponent on hit or block during Climax Time will build 35% of its base damage as meter.
  • Blocking an attack during Climax Time will build 28% of that attack's base damage as meter.

Using the previous example, during Climax Time, Agito's 5L will build 133 points of the Rider Gauge on hit or block. Conversely, if the opponent blocks Agito's 5L, doing so will build 106 points of the Rider Gauge.

Manual Rider Gauge Charge is performed by holding down the - (minus) button. Meter will not begin charging until approximately 29 frames after the input, at which point, it will build 13 points of the Rider Gauge per frame. During Climax Time, this amount is increased to 16 points per frame.

Guard Gauge

The Guard Gauge is the blue gauge underneath the life bar, marked at three points by pink markers. The Guard Gauge is depleted as you block attacks, but it also plays a far more notable role as a resource that must be carefully managed, as the game's major defensive options require expenditure of the Guard Gauge.

Guard Crush

When your Guard Gauge is depleted, you are put into Guard Crush. When in Guard Crush, a large X will appear over the Guard Gauge as it slowly recharges. You leave Guard Crush state when the Guard Gauge completely refills. While in Guard Crush, you lose all previously available non-movement defensive options and the ability to block altogether.

It is possible to perform all defensive options while the guard meter is underneath the normally required amount, but doing so will inflict Guard Crush status upon your character.

Guard Cancels

This game has two primary guard cancel options.

  • Guard Cancel Step (GCS): Press Jump while in blockstun to sidestep or backstep away from your opponent (which one is character-dependent). Has invulnerable frames, with vulnerable recovery. Costs one-third of the Guard Gauge.
  • Guard Counter: Press Rider Cancel while in blockstun to stagger your opponent, leaving them vulnerable to counterattack. Costs half of the Guard Gauge.

Rider Counter

Rider Counter is essentially a Burst from games like Guilty Gear or BlazBlue.

Performed by pressing Dash Action + Jump while in hitstun only. An invincible attack that does no damage, but will blow your opponent away on hit.

Bursts have a hefty price, though — performing one will cost almost the entirety of the Guard Gauge, along with whatever red (recoverable) life you had. If you do not have enough Guard Gauge, but are not in Guard Crush, then you are still able to burst; however, doing so will immediately put you into Guard Crush.

Guard Gauge Specifics

The value of the guard gauge ranges from 2700 points to 4100 points depending on the character and form, and recharges at a standard rate of 3 points per frame. During Guard Crush, it instead recharges at a rate of 5 points per frame.

An attack's guard damage is equal to approximately 75% of the damage it would deal on hit, taking into account the opponent's defense modifier. For example, Agito's 5L deals 380 damage against Den-O Sword Form, who has a 1.0 defense modifier; this means that it would deal 285 points of guard damage. However, against Den-O Rod Form, who has a defense modifier of 1.25, 5L's damage becomes 475, meaning that it would deal 356 points of guard damage.

Because the size of the Guard Gauge can vary, the individual costs of each defensive option is calculated as a percentage of a full Guard Gauge.

  • Guard Cancel Step costs 20% of the Guard Gauge
  • Guard Counter costs 50% of the Guard Gauge
  • Burst costs 90% of the Guard Gauge

Climax Time

Underneath the timer is the Climax Gauge. The Climax Gauge is filled as both players deal damage, and when completely filled, will activate Climax Time. Once Climax Time is initiated, both players have their Rider Gauges completely refilled, and all attacks for both players get a meter gain bonus (from 28% of base damage to 35%). Both players also gain access to a Final Reflect when their meter is full.

While the Climax Gauge appears to be shared between both players, in reality, each player effectively has their own Climax Gauge which tracks total damage dealt, with Climax Time activating when a player enters the final 40% of their HP (here, Climax Time activates for the player who dealt the damage past the threshold). The player who activated Climax Time will get placed into a special super freeze that can allow extra time to link certain attacks which, when combined with the meter refresh, can create situational combos only possible due to a Climax Time activation.

Final Reflect

During Climax Time, when you have a full Rider Gauge and are not in hitstun, if your opponent attempts a Rider Finale, pressing Rider Finale at the prompt will initiate a Final Reflect. This is a competitive quick-time event played by both players to determine who gets to perform their Rider Finale.

Navigation

General
FAQ
Controls
HUD
Strategy
System
Links
Showa
Kamen Rider
Rider 1
Rider 2
Kamen Rider V3
V3
Kamen Rider Amazon
Amazon
Kamen Rider BLACK (RX)
BLACK
BLACK RX
Shadow Moon
Heisei Phase 1
Kamen Rider Kuuga
Kuuga
Kamen Rider Agito
Agito
G3-X
Gills
Kamen Rider Ryuki
Ryuki
Knight
Scissors
Zolda
Raia
Gai
Ouja
Verde
Tiger
Imperer
Odin
Femme
Ryuga
Kamen Rider 555
Faiz
Kaixa
Delta
Kamen Rider Blade
Blade
Garren
Chalice
Leangle
Kamen Rider Hibiki
Hibiki
Ibuki
Zanki
Todoroki
Kamen Rider Kabuto
Kabuto
Gatack
TheBee
Drake
Sasword
KickHopper
PunchHopper
Dark Kabuto
Kamen Rider Den-O
Den-O
Zeronos
Nega Den-O
New Den-O
Kamen Rider Kiva
Kiva
Ixa
Saga
Kamen Rider Decade
Decade
Diend
Heisei Phase 2
Kamen Rider W
W
Accel
Skull
Eternal
Kamen Rider OOO
OOO
Birth
Kamen Rider Fourze
Fourze
Meteor
Kamen Rider Wizard
Wizard